I'm on a new architectural design project where audio analysis data morph 3D surfaces. Last year I had a similar project (some posts about it in the forum) where I used nurbs surfaces and modulation of the control points. This time round it has to generate more complex shapes. For example with cut-out's and splits in the surface.
Unless I overlook something I don't think jit.gl.nurbs surfaces will do for this project. I'm looking at jit.gl.mesh instead. My problem is that all the examples I can find use noise or sampled video/audio data as fuzzy input to the mesh object. None illustrate the use of the vertex, texcoord, normal, color, specular, edgeflag, tangent, bitangent, and index data inputs for precise/designed mesh control.
Does anyone know of examples of tutorials demonstrating this?
Can the geometry shaders be of any help here? The resulting shapes need to be exported as obj models.
As always, all help very much appreciated! Tanx Dieter